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Update syntax in proto-game.
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@ -9,15 +9,15 @@
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byte vic_border @ 53280
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byte vic_bg @ 53281
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byte table[256] screen1 @ 1024
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byte table[256] screen2 @ 1274
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byte table[256] screen3 @ 1524
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byte table[256] screen4 @ 1774
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table[256] byte screen1 @ 1024
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table[256] byte screen2 @ 1274
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table[256] byte screen3 @ 1524
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table[256] byte screen4 @ 1774
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byte table[256] colormap1 @ 55296
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byte table[256] colormap2 @ 55546
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byte table[256] colormap3 @ 55796
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byte table[256] colormap4 @ 56046
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table[256] byte colormap1 @ 55296
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table[256] byte colormap2 @ 55546
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table[256] byte colormap3 @ 55796
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table[256] byte colormap4 @ 56046
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buffer[2048] screen @ 1024
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byte joy2 @ $dc00
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@ -28,15 +28,15 @@ byte joy2 @ $dc00
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pointer ptr @ 254
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word table[256] actor_pos
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table[256] word actor_pos
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word pos
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word new_pos
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word table[256] actor_delta
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table[256] word actor_delta
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word delta
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byte button_down : 0 // effectively static-local to check_button
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byte table[18] press_fire_msg: "PRESS`FIRE`TO`PLAY"
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table[32] byte press_fire_msg: "PRESS`FIRE`TO`PLAY"
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byte save_x
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word compare_target
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@ -51,7 +51,7 @@ word compare_target
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// and output. There is probably a better way to do this, but it needs thought.
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//
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vector dispatch_game_state
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vector routine
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inputs joy2, button_down, press_fire_msg, dispatch_game_state, save_x,
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actor_pos, pos, new_pos, actor_delta, delta,
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screen, screen1, screen2, screen3, screen4, colormap1, colormap2, colormap3, colormap4
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@ -59,6 +59,7 @@ vector dispatch_game_state
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actor_pos, pos, new_pos, actor_delta, delta,
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screen, screen1, screen2, screen3, screen4, colormap1, colormap2, colormap3, colormap4
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trashes a, x, y, c, z, n, v, ptr, save_x, compare_target
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dispatch_game_state
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//
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// The constraints on these 2 vectors are kind-of sort-of big fibs.
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@ -72,7 +73,7 @@ vector dispatch_game_state
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// a future version of SixtyPical.
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//
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vector cinv
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vector routine
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inputs joy2, button_down, press_fire_msg, dispatch_game_state, save_x,
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actor_pos, pos, new_pos, actor_delta, delta,
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screen, screen1, screen2, screen3, screen4, colormap1, colormap2, colormap3, colormap4
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@ -80,9 +81,9 @@ vector cinv
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actor_pos, pos, new_pos, actor_delta, delta,
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screen, screen1, screen2, screen3, screen4, colormap1, colormap2, colormap3, colormap4
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trashes a, x, y, c, z, n, v, ptr, save_x, compare_target
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@ 788
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cinv @ 788
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vector save_cinv
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vector routine
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inputs joy2, button_down, press_fire_msg, dispatch_game_state, save_x,
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actor_pos, pos, new_pos, actor_delta, delta,
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screen, screen1, screen2, screen3, screen4, colormap1, colormap2, colormap3, colormap4
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@ -90,6 +91,7 @@ vector save_cinv
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actor_pos, pos, new_pos, actor_delta, delta,
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screen, screen1, screen2, screen3, screen4, colormap1, colormap2, colormap3, colormap4
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trashes a, x, y, c, z, n, v, ptr, save_x, compare_target
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save_cinv
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// ----------------------------------------------------------------
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// Utility Routines
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